Staredit Network

Staredit Network -> Melee Production & Showcase -> (2) Green Oceans
Report, edit, etc...Posted by Mp)Excalibur on 2007-01-13 at 22:57:20
Thanks to SI giving SCMDraft the ISOM Mirror tool, ive been able to make a non straight line 128 map. Im may or may not update any bugs or such, because from what i see of it, its perfectly fine.

And one thing ive noticed is everything is nit picked. No offense to you guys, because your trying to help and all, but really. You factor in every single thing with every race and every little thing. I understand a map has to be balanced, but i feel some of you take that too far, and sacrifice what the map was originaly intended to be for that purpose.

user posted image
Report, edit, etc...Posted by Chef on 2007-01-13 at 23:37:53
QUOTE
I understand a map has to be balanced, but i feel some of you take that too far, and sacrifice what the map was originaly intended to be for that purpose.

What purpose is that? To give Terran supreme advantage? To make mains so small people can't find room to build? =P
Report, edit, etc...Posted by Mp)Excalibur on 2007-01-13 at 23:39:59
QUOTE(Chef @ Jan 13 2007, 11:37 PM)
What purpose is that? To give Terran supreme advantage? To make mains so small people can't find room to build? =P
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No. The way the map is designed. The symettrical shape and mini map look that its given. And if your saying thats the problem with this map specificly, i disagree.
Report, edit, etc...Posted by CheatEnabled on 2007-01-14 at 07:27:46
People tell you to make mains bigger and less bridges for a reason. Just think how it would be playing a TvZ on a map filled with bridges. After terran gets up some siege tanks, Zerg won't stand a chance. Also, try to imagine running out of space after building 4 barracks and 2 siege factorys for terran. You won't get up a good production rate unless you expand, and expanding would mean making you vulnerable. Making melee maps is a long process, even though you won't need too many triggers. I hope you understand how important it is that a map is balanced. From now on, don't complain on people that only try to help you.
Report, edit, etc...Posted by Killer_Kow(MM) on 2007-01-14 at 09:14:45
The mini-map look doesn't really matter all that much. In games, you will rarely see it anyway. You should put balance first.
Report, edit, etc...Posted by Chef on 2007-01-14 at 11:45:27
Okay =/ If you need more advice consult other members, I don't have the patience.

PS: Anyone wanna comment on my map? Pretty please?
Report, edit, etc...Posted by Yenku on 2007-01-14 at 23:39:34
Too tight, terran will win all matchups. They can secure an easy natural, zerg cant (because thier hatchery wont put sunks in front of choke), terran can push right through narrow paths.

You have a basic layout okay, however, you need to open up paths to the enemy, make them wider and connect the middle part to the green field areas below to the left and right to open more. Make the natural so zerg can quick expo and get sunks for protection. Youll get it.
Report, edit, etc...Posted by Mp)Excalibur on 2007-01-14 at 23:58:09
QUOTE(Yenku @ Jan 14 2007, 11:39 PM)
Too tight, terran will win all matchups.  They can secure an easy natural, zerg cant (because thier hatchery wont put sunks in front of choke), terran can push right through narrow paths.

You have a basic layout okay, however, you need to open up paths to the enemy, make them wider and connect the middle part to the green field areas below to the left and right to open more.  Make the natural so zerg can quick expo and get sunks for protection.  Youll get it.
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I understand this but im running into a problem. The closer i make the nat the more i have to re-arrange the main to make a choke, and its kind of hard to do that and not make the mains small. If you could do a little image editing to show me where exactly some stuff would go id be glad to update.
Report, edit, etc...Posted by Yenku on 2007-01-15 at 14:00:45
Poor resource layout again. I don't know if you have a mental block or what, here. I do this the easy way.

DO THIS:[attachmentid=22493]
A simple, effective resource layout used in many good maps, there are other accepted layouts, but just do something like this. Look in pro maps for other ideas. Gas placement is vital as well.

You can fix the nat without a picture (I hope), just move it closer towards the choke point you already have. Remember, expansions don't (and often shouldn't) be tucked away in some easily protected area. Put it RIGHT in front of the choke.
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